You can block low upon landing, assuming no landing recovery from whatever; if that’s what trip guard means.
In 3S, trip guard occurs if you did not input anything after your intial jump input. Meaning, if I jumped toward you in 3S, and I tapped forward to parry an anticipated anti-air, but you didn’t do the anti-air, I cannot block when I land, leaving me open to your c.MK xx Super punishment.
If I jumped toward you, but did absolutely nothing (no inputs whatsoever), I could then block your c.MK xx Super you tried to punish my jump with (thinking that I did tap foward to bait your anti-air).
So all we’re talking about is landing recovery? Whiffed air parries have landing recovery, and empty jumps have no landing recovery, because you did nothing that would institute such recovery.
Trip Guard essentially means you have no landing recovery, right?
some characters have dp/reversal-bait when jumping in. leading examples would be sol j.s and potemkin j.s.
if you time correctly on oki, you will recover in time as they land and be completely safe against the opponent’s dp on wake-up. if the opponent decides to sit there and block, then it turns into a valid meaty.
dizzy has a similar trick using j.2s, but it works a little bit differently… and is much harder to use.
you basically need to time her j.2s to come out really low to the ground, usually off iad block string like j.p > j.p > j.2s. if timed correctly, it will make her immune to throws and dp’s upon landing. then she can get a free combo (if they dp) or get a free throw (if they try to throw). i’m not exactly sure why it makes her invulnerable to throws, but i think the game somehow recognizes that she’s still in air for couple of frames if she lands early from the move.
yeah, i guess we’re on the same page, just different terminology. so i GG, if i do any input during my jump, i cannot block, or do some things/moves have landing recovery while other things/moves do not? in 3S, everything is the same; if you inputted anything, you can’t block when you land. GG is so specific with everything that I just wanted to know. specifically for slayer.
like, if i do IAD backwards j.K (when trying to run-away), will my opponent be able to hit me when I land because I did j.K?
Most aerial special moves have some mandatory recovery upon landing, as well as all (to my knowledge) jumping dust attacks. Other aerial normal attacks are okay.
Other than that, I believe the game might have some really laser-precise single-frame landing recovery or something on at least some of the airborne states – sometimes I’ll try to punish a blue burst, for example, and screw up and end up with a grounded combo instead of an air combo, followed by “what the fuck I thought I blocked.” But I don’t know if this is just the other guy forgetting to block and not realizing it. If this exists at all it probably can’t be more than a frame or safe jumping wouldn’t be so easy.
Unfortunately I don’t know of an easy test, like jumping on Ibuki’s slide or Electric Snake in 3S.
^^^huh…
there is trip gaurd.
kind of unrelated/random, but do people still do taunt dodge with characters like bridget against wake-up dp?
Okay. Because I’m hesitant to jump towards my opponent if I know that it’s a guarantee hit/combo on me if I did anything in the air (not even an attack, but if I tapped up or back for whatever reason). That’s what happens in 3S, you jumped toward opponent and stupidly pressed ANY input, you now get raped by opponent’s combo because you cannot block when landing; just seeing if it’s the same way in GG.
edit: just re-read 722’s post. aerial normal moves are okay? meaning, I can jump towards my opponent with a whiffing HS and still block? Or are they only okay if my oppnent blocked my aerial normal move?
What was the I-no underwear glitch?
Yeah, as long as it’s not a jumping dust.
@Stabby: I think it was when I-no had her legs open persay, it didn’t look like she had panties on… Now think about that. I-no. HALF-NAKED. NO PANTIES. Glitch? Or fanservice?
Everyone’s Jumping Dust has landing recovery. How much recovery varies from character to character. Other air normals don’t have landing recovery (unless otherwise noted).
Back to Jumping Dust. If you do a Jumping Dust, recover, then do additional air normals; you’ll still have the Jumping Dust’s landing recovery. But if you do a Jumping Dust, double jump, then whatever; you won’t have any landing recovery from the Jumping Dust.
How long has the j.D ground recovery been in the games? It’s not anything new, is it? 'Cause it’s totally new to me.
I play too many chars in GG so I’ve finaly summed it down to Ky and Testy.
Can Ky be a good pressure char like Testament and Eddie?
and is there any use for his FB’s other than pressure, or are they not to be used.
His FB’s as in his force breaks or as in his fireballs?
His 236D > 214D force break is good in combos since it barely affects the guard bar at all.
and his 214d is all kind of hilarity… allowing him to turn into aoko
I meant force breaks, it doen’t do that much to the guard bar. I never noticed.
I use it as an anti-forward air dash sometimes, plus it leaves em open for a VT loop.
anybody know the main button placement on a joystick for default in the arcades in japan?
right now i have mine as
§punch (s)slash (hs)heavy.S
O O O
O O O
(k)kick nothing (d)dust
^thats how i set mine, but the jap way is k s h
p d